[Humanist] 27.237 events: methods & communications; mechanics, mechanisms, devices

Humanist Discussion Group willard.mccarty at mccarty.org.uk
Thu Jul 25 22:19:12 CEST 2013

                 Humanist Discussion Group, Vol. 27, No. 237.
            Department of Digital Humanities, King's College London
                Submit to: humanist at lists.digitalhumanities.org

  [1]   From:    jennifer edmond <jedmond36 at gmail.com>                     (85)
        Subject: cfp: "Downstream from the Digital Humanities: Digital
                methods and Scholarly Communications"

  [2]   From:    Erik van der Spek <e.d.vanderspek at tue.nl>                (121)
        Subject: 2nd CFP: Workshop on Mechanics, Mechanisms and Devices -
                IFIP ICEC 2013, Sao Paulo, Brazil

        Date: Thu, 25 Jul 2013 11:08:12 +0100
        From: jennifer edmond <jedmond36 at gmail.com>
        Subject: cfp: "Downstream from the Digital Humanities: Digital methods and Scholarly Communications"

Downstream from the Digital Humanities: Digital Methods and the Scholarly
Communications Ecosystem
A NeDimah Working Paper Meeting
15-16 May 2014, Zadar, Croatia 
Call for Participation

While it is clear that some of the barriers to more widespread acceptance
and proliferation of digital methods in humanities research are internal to
the community, others are not.  Scholars must make a calculated decision
when choosing to embark on a digital project, not just about their research
questions, their digital tools and methods, and how best to address or
implement them, but about their careers, their institutions and their
scholarly record.  In spite of a general recognition of the value of
digital scholarly outputs, many institutions and national systems still
struggle to judge the merit of such outputs and credit their creators

Downstream from the Digital Humanities is envisioned as an opportunity to
trace current debates in the digital humanities community and beyond around
issues from publication to promotion back to their roots, to understand
where the systemic changes in the scholarly communications landscape have
been addressed, and where their impact is yet to be assimilated.  As an
initiative of the Scholarly Publication Working Group of the NeDiMAH
network (www.nedimah.eu), we invite submissions of 3000-5000 words to be
submitted as working papers, to be discussed at a meeting in Zadar
(Croatia) on 15-16 May 2014. After a period for revision based on feedback
from the meeting, authors will have the opportunity to submit articles for
consideration in an edited volume.

While abstracts of 750 words on any of the topics below will be welcomed
for consideration, the list is by no means exclusive, and we are open to a
very broad interpretation of the question of ‘downstream’ difficulties that
arise due to the application of digital methods:

- Digital humanities research enabled through the digital medium

- Interdisciplinary aspects of modern scholarship and cross-disciplinary
collaboration of scholars

- The changing role and locus of ‘research gate keepers’ in supporting the
outputs of new methodologies, and the unseen contributions of traditional

- Tracking usage and impact of publications

- New forms of scholarly communication

- Implications of and for the reliability and sustainability of digital

- Questions of (open)access above and beyond the green/gold debate 

- Copyright laws and the meaning of ‘fair use’ in the digital age

- New paradigms for the evaluation of scholarship driven by digital
methods and the relationship between durable norms of scholarship (creation
of knowledge, contribution to a community) and mutable semiotic and
methodological systems?

- ‘Impact’ as a force that is changing the relationship and hierarchies
among different forms of scholarly communication (which we define as a
message made available to an audience) and publication (which we define as
works of scholarship that have undergone an acceptance process of some
sort, usually in the form of peer review)?

- Limitations of current citation practice

- Systemic implications of the collaborative nature of digital projects 

For participants chosen from countries participating in the NeDimah network
(see www.nedimah.eu for the list of participating countries), expenses to
the meeting in Zadar, Croatia will be paid. It will not be possible to
cover expenses for individuals whose abstracts have been accepted from
other countries.

Programme Committee

Dr Jennifer Edmond, Trinity College Dublin, Chair
Dr Franjo Pehar, University of Zadar, co-Chair
Professor Susan Schreibman, Trinity Long Room Hub Associate Professor of
Digital Humanities, Trinity College Dublin

Timeline for submissions is as follows:

Submission of a 750 word abstract to the WG programme committee:  13
September 2013
Notification of acceptance of proposals for inclusion: 30 September 2013
Submission of full written presentation to WG programme committee: 15
January 2014
Comments for authors from WGPC: 28 February 2014
Revised version submitted to WGPC: 30 March 2014
Circulation of working papers to other participants: 10 April 2014
Meeting: 15-16 May 2014
Revision for publication: est Summer 2014
Publication of papers: est late 2014.

Enquiries should be sent to: Jennifer Edmond (edmondj at tcd.ie)

Dr Jennifer Edmond
Director of Strategic Projects
Faculty of Arts, Humanities and Social Sciences
Trinity College Dublin

Phone: +353 1 896 4224

        Date: Thu, 25 Jul 2013 12:41:33 +0000
        From: Erik van der Spek <e.d.vanderspek at tue.nl>
        Subject: 2nd CFP: Workshop on Mechanics, Mechanisms and Devices - IFIP ICEC 2013, Sao Paulo, Brazil

Mechanics, Mechanisms & Devices: to Inform, Reflect & Change Behaviour, 
Oct15, 2013

Workshop in conjunction with the IFIP 12th International Conference on 
Entertainment Computing - ICEC 2013, São Paulo, Brazil

This workshop focuses on the design, development and evaluation of 
devices at the heart of gameplay and interaction - the mechanics, 
procedures, actions, mechanisms, systems, story and narrative, etc. - 
that provide messages,arguments, triggers, nudges and experience to 
inform and educate, encourage reflection and raise awareness, and to 
influence behaviour and for behaviour change. The workshop, co-located 
with IFIP ICEC 2013 12th InternationalConference on Entertainment 
Computing in São Paulo, Brazil, aims to bring together designers, 
developers, evaluators and researchers from industry and academia, and 
educators and interested participants to share, discuss and learn about 
the workshop topics. It will be composed of presentations, panels and 
breakout group discussion sessions to discuss and debate the topics of 
the workshop. Registration to the workshop is open through ICEC 2013 & 
SBGames 2013 websites.

Application areas and purposes can typically be categorized as follows:
•	Health, Lifestyle & Well-being: influence/change behaviours to improve 
health & quality of life
•	Learning, Education and Raising Awareness
•	Social Change: persuade / influence behaviour to take action
•	Advertising and Marketing: shift/focus attention on services or brand 
&persuade behaviour

Background and Related Work

Government, commerce, marketing, health & well-being, energy efficiency 
andsustainability, etc. identify and use a plethora of non-interactive 
information-based devices including policies, legislation and campaigns 
in an attempt to persuade, influence or change behaviours. But is 
non-interactive information and awareness sufficient, or are other 
techniques and devices needed? Meanwhile, tertiary education 
increasingly supports the delivery of on-line subjects, courses and 
degrees, but should additional supportive and persuasive interactive 
approaches be harnessed to ensure effective and sustainable learning / 

Because of their motivational, entertaining, playful and engaging 
qualities, games, serious games and interactive and social media have an 
important role to play in this emerging arena to provide information, 
encourage reflection and to influence and change behaviour. We identify 
three main synergistic areas of focus for this workshop, mechanics, 
mechanisms and devices to:

1. learn, educate, inform or make aware
2. encourage reflection, contemplation or deliberation
3. persuade or influence behaviour change

Games, interactive and social media, and associated communities that 
address aspects of these areas are numerous. For example, persuasive 
technology that is designed to change attitudes or behaviours through 
persuasion and social influence (e.g. B. J. Fogg), alternate reality 
games that tackle real-world problems by influencing people through 
positive psychology (e.g. JaneMcGonigal).

Specific well-known examples include Brenda Brathwaite’s “Mechanic is 
the Message” series of analogue game works that capture and express 
“difficult emotions with a games mechanic”. Participants of her games 
not only learn about difficult topics in history, such as, the Middle 
Passage and slave trade (“The New World 2008)”, the Cromwellian Invasion 
of Ireland(“Síochán leat” aka “The Irish Game” 2009), and the Holocaust 
and the transportation of people to concentration camps (“Train 
2009”),but through gameplay, are complicit in these difficult events 
that either emerge during the game or are revealed fully after the game. 
Hence, the associated difficult experiences and emotion continue after 
the game has finished. Experiences that resonate or linger following an 
encounter (gameplay, interaction) encourage reflection and potentially 
act as trigger for behaviour change.

Other examples that aim to address aspects of these areas come from Ian 
Bogost’s game development company Persuasive Games that design games to 
represent arguments that aim to influence players to take action 
following gameplay. For example, Fatworld is a game that explores the 
relationships between obesity, nutrition, and socioeconomics in the USA; 
“CNN Planet in Peril: Animal” a game in which players try to save as 
many rare creatures from captivity as possible, and “Windfall” a game 
about building wind turbine farms to create clean energy efficiently.
Because of the many crossovers and common features in all these 
approaches,one of the main aims of this workshop is to create a forum 
where interested participants can share, discuss and learn from past, 
on-going and future research and projects.

Submission & Topics of Interest

We invite the submission of 2-4 page position and theory papers, and 
papersthat describe on-going and original research and development work 
that contributes to the design, development and evaluation of mechanics, 
mechanisms& devices to provide information, encourage reflection and to 
influence and change behaviour. In particular, we seek submissions that 
focus on or address (but not restricted to) the following topics:

•	Mechanics/experience to inform or provide a message or argument
•	Character and role-play to enact / become complicit in historical, 
social and perhaps difficult events/scenarios
•	Techniques for embedding messages and arguments in interactive story
•	Entertaining and non-entertaining gameplay/interaction
•	Encourage reflection during and following an encounter (gameplay, 
•	Experience that resonates or lingers following an encounter to 
encourage reflection and change behaviour
•	Advertising and Marketing – shift/focus attention on services or brand 
and persuade behaviour
•	Blended approaches using technology and non-technology, & in-game and 
off-game approaches
•	Gamification – applying gaming characteristics to non-gaming activities
•	Motivating and sustaining behaviour change

Please send submissions and short 100 word biography to 
ICEC2013.MechanicsWorkshop (AT) gmail.com. Participants will be invited 
to submit extended papers for consideration for publication in a journal 
SI (tba).

Important Dates
July 30 - Submission Deadline
August 30 - Notification of Acceptance
October 15 – Workshop

Organisers (in alphabetical order)
Jannicke Baalsrud Hauge, BIBA, Bremen University, Germany.
Sidney Fels, University of British Columbia, Canada.
Christian Jones, University of the Sunshine Coast, Australia.
Minhua Eunice Ma, Glasgow School of Art, UK.
Rainer Malaka, Bremen University, Germany.
Tim Marsh, James Cook University, Australia.
Bonnie Nardi, University of California, Irvine, USA.
Erik van der Spek, Eindhoven University of Technology, The Netherlands.

Contact us at:  ICEC2013.MechanicsWorkshop (AT) gmail.com

  IFIP Technical Committee 14 on Entertainment Computing & Working Group 
14.8 on Serious Games

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